Forbidden Lands Players Handbook

04.09.2021 Views

COINS INTHE FORBIDDEN LANDSSilver coins are the commoncurrency in the ForbiddenLands. There are no silvermines in the land and no is onecoining silver here. Instead, thecoins now used are old andworn remains from the AlderWars. Even copper coins comefrom Alderland in the south,although these are used lessoften as common folk tendto exchange services directlyinstead. There are some golddeposits in the ForbiddenLands, and gold from these areused for trade alongside oldgold coins. Anyone trading withgold coins is wise to check theirweight personally.ENCUMBRANCEYou can carry a number of regular itemsequal to double your Strength. Use your baseStrength score, not the temporary rating reducedby taking damage (see page 104).HEAVY & LIGHT ITEMSAn item designated as HEAV Y counts as tworegular items, and will take up two rows onyour character sheet instead of one. At theopposite end of the spectrum, there are itemsthat are designated as LIGHT – they count ashalf of a regular item, and so you can list twoLIGHT items on one row on your sheet.TINY ITEMSItems that are even smaller than LIGHT arecalled TINY. They are so small they don’t affectyour encumbrance at all. The rule of thumb is:if the item can be hidden in a closed fist, it’sTINY. TINY items also need to be listed on yourcharacter sheet.is used. Ten copper coins equal one silver, andten silver coins equal one gold coin.You roll a die determined by your professionto see how much silver you have at the start ofthe game. Starting gear is free, but you can buyextra gear at the start of the game if you’d like.COINS: Single coins count as TINY items anddon’t encumber you. However, 100 coins countas a LIGHT item, 200 coins count as a normalitem, and 400 coins count as a HEAV Y item.OVER ENCUMBEREDYou can temporarily carry more than your normalencumbrance limit (Strength x 2 items). Inthis case, you need to make a roll for the EN-DURANCE skill whenever you want to RUN ina round of combat (see page 88) or HIKE for a37your adventurer

Quarter Day (see page 144). If the roll fails, youmust either drop what you are carrying, staywhere you are, or suffer 1 point of damage toAgility (see page 104) and keep going.MOUNTSIf you have a horse or other mount, you canlet it carry some of your gear. The animalcan carry a number of normal items equal toits Strength doubled, and twice that numberif you dismount and lead it. Stats for typicalmounts are found on page 124 of the Gamemaster’sGuide. There is space for your mounton the back of your character sheet.CONSUMABLESA special category of items in the game arecalled consumables. These are food, water, arrowsand torches. You don’t count individualunits of these items; instead, each consumableis rated with a Resource Die, from D6 to D12,that measures how much of that consumableyou are carrying. Each type of consumable hasa box on the character sheet where you noteyour Resource Die for it.Every time you eat a ration of food, drink a rationof water, shoot an arrow, or light a torch– you roll the Resource Die for the consumable.If the die shows 1 or 2, you must decreasethe Resource Die one step – for example froma D8 to a D6. When you roll a D6 and get a 1–2result, your stash of the consumable is fullydepleted.Starting Resource Dice are indicated byyour profession. You don’t roll these when creatingyour character, instead simply note thedie type on your character sheet.ENCUMBRANCE: For encumbrance, eachtype of consumable counts as one item, nomatter what your current Resource Die is.When you lose your last Resource Die for aparticular consumable, this consumable nolonger counts toward your encumbrance atall.STOCKPILES: Having a D12 Resource Diemeans you are carrying as much of the consumableas a single individual can. Of course,your group might come across larger stockpilesof a particular consumable, such as a wagonfilled with food. These are measured in unitsof consumables (below).FINDING & BUYING: When you find or buyconsumables, they are counted in units (see theequipment lists in Chapter 9). A unit of a consumableincreases your Resource Die one step.SHARING: If you want to give a consumableto another person, you simply increase therecipient’s Resource Die as many steps as youdecrease your own.38chapter 2

Quarter Day (see page 144). If the roll fails, you

must either drop what you are carrying, stay

where you are, or suffer 1 point of damage to

Agility (see page 104) and keep going.

MOUNTS

If you have a horse or other mount, you can

let it carry some of your gear. The animal

can carry a number of normal items equal to

its Strength doubled, and twice that number

if you dismount and lead it. Stats for typical

mounts are found on page 124 of the Gamemaster’s

Guide. There is space for your mount

on the back of your character sheet.

CONSUMABLES

A special category of items in the game are

called consumables. These are food, water, arrows

and torches. You don’t count individual

units of these items; instead, each consumable

is rated with a Resource Die, from D6 to D12,

that measures how much of that consumable

you are carrying. Each type of consumable has

a box on the character sheet where you note

your Resource Die for it.

Every time you eat a ration of food, drink a ration

of water, shoot an arrow, or light a torch

– you roll the Resource Die for the consumable.

If the die shows 1 or 2, you must decrease

the Resource Die one step – for example from

a D8 to a D6. When you roll a D6 and get a 1–2

result, your stash of the consumable is fully

depleted.

Starting Resource Dice are indicated by

your profession. You don’t roll these when creating

your character, instead simply note the

die type on your character sheet.

ENCUMBRANCE: For encumbrance, each

type of consumable counts as one item, no

matter what your current Resource Die is.

When you lose your last Resource Die for a

particular consumable, this consumable no

longer counts toward your encumbrance at

all.

STOCKPILES: Having a D12 Resource Die

means you are carrying as much of the consumable

as a single individual can. Of course,

your group might come across larger stockpiles

of a particular consumable, such as a wagon

filled with food. These are measured in units

of consumables (below).

FINDING & BUYING: When you find or buy

consumables, they are counted in units (see the

equipment lists in Chapter 9). A unit of a consumable

increases your Resource Die one step.

SHARING: If you want to give a consumable

to another person, you simply increase the

recipient’s Resource Die as many steps as you

decrease your own.

38

chapter 2

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